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Using the "advance set-up" option instead of just clicking play.
I'm not sure though.
I really want to use this mod but I can't get past this bug. I'm gotten to the point of just wanting the prerequisite of buildings out.
 
Using the "advance set-up" option instead of just clicking play.
I'm not sure though.
I really want to use this mod but I can't get past this bug. I'm gotten to the point of just wanting the prerequisite of buildings out.

Using EUI? Custom civs? Other mods? The advanced set-up shouldn't matter.

G
 
I posted about this on the EUI compatibility thread as I was running EUI and assumed it was caused by a conflict. Turns out that I still get it without EUI or any other mods.

The trade screen is definitely not right for me. I've taken all the usual troubleshooting steps (no other mods/EUI active and I've cleared everything). Running the latest CP/CBP and that's it.


Edit: I'm an idiot. I did a lot of re-installing as a part of testing for EUI compatibility and forgot to move some lua from "inactive" to "active."
 
I want to report something. I played a game with the option which say that a civilization must lost all its cities and units before vanishes from the game.
When a civilization lost all the cities and its units remain, in the next turn of the civilization the game crashes to desktop.
 
I want to report something. I played a game with the option which say that a civilization must lost all its cities and units before vanishes from the game.
When a civilization lost all the cities and its units remain, in the next turn of the civilization the game crashes to desktop.

If you have a minidump or crash dump file in your Civ main directory, mind uploading it for me?
G
 
I am using the CP and CSD mods and unfortunately I am getting the great diplomat spam after I build the Scrivener's office. It did not happen only once out of four games I tried. (In the game I built the office before the AI completed the Roman forum - maybe this is relevant). In two games the spamming started immediately after building the office, in one there was a delay about 10-20 turns.

I reinstalled the game a few days ago. (Previously I had deleted everything CIV 5 related including local files.) I do not use the balance patch and CIV IV features. I use bunch of WHoward's Pick'N'Mix Mods.
 
I am using the CP and CSD mods and unfortunately I am getting the great diplomat spam after I build the Scrivener's office. It did not happen only once out of four games I tried. (In the game I built the office before the AI completed the Roman forum - maybe this is relevant). In two games the spamming started immediately after building the office, in one there was a delay about 10-20 turns.

I reinstalled the game a few days ago. (Previously I had deleted everything CIV 5 related including local files.) I do not use the balance patch and CIV IV features. I use bunch of WHoward's Pick'N'Mix Mods.

I strongly encourage you to use the CBP alongside the CP and CSD. The solution to this problem requires some XML, which the CBP already includes.
G
 
Spoiler :
AvYEij5.jpg


I've researched Philosophy, why am I only getting +1 tourism?
 
I dont know if I should put here, but I just wanted to say that community patch seens to not work with Yet (not) another earth pack. Why is that? Playing TSL maps is cool :(
 
Sorry for bumping this/double posting but I posted a bug report some time ago on the github (Link) concerning unit defense on hill tiles.

It seems features like forests and jungles do not give extra defense on hill tiles while they do on flat lands. Hills with no features on also seem to give a defense bonus.

Do any of you have the same experience? I did some tests and it seems to me it's not just a graphical bug but I'm not 100% sure.

\Skodkim
 
I strongly encourage you to use the CBP alongside the CP and CSD. The solution to this problem requires some XML, which the CBP already includes.
G

OK, thanks for the quick reply and all the work with the great mod! I will try the CBP - I posted because I was under the impression that CP is supposed to work independently of CBP.
 
Sorry for bumping this/double posting but I posted a bug report some time ago on the github (Link) concerning unit defense on hill tiles.

It seems features like forests and jungles do not give extra defense on hill tiles while they do on flat lands. Hills with no features on also seem to give a defense bonus.

Do any of you have the same experience? I did some tests and it seems to me it's not just a graphical bug but I'm not 100% sure.

\Skodkim

Here's the DLL function, which may or may not indicate that it is lua error (i.e. the lua isn't showing the defense yields correctly). I need to investigate more.

Edit: Here's the answer. Seems they intentionally made it so that defense yields don't stack. Shall I change this?

Spoiler :
Code:
//	--------------------------------------------------------------------------------
int CvPlot::defenseModifier(TeamTypes eDefender, bool, bool bHelp) const
{
	CvCity* pCity;
	ImprovementTypes eImprovement;
	int iModifier;

	CvAssertMsg(getTerrainType() != NO_TERRAIN, "TerrainType is not assigned a valid value");

[B]	// Can only get Defensive Bonus from ONE thing - they don't stack[/B]

	// Hill (and mountain)
	if(isHills() || isMountain())
	{
		iModifier = /*25*/ GC.getHILLS_EXTRA_DEFENSE();
	}
	// Feature
	else if(getFeatureType() != NO_FEATURE)
	{
		iModifier = GC.getFeatureInfo(getFeatureType())->getDefenseModifier();
	}
	// Terrain
	else
	{
		iModifier = GC.getTerrainInfo(getTerrainType())->getDefenseModifier();

		// Flat land gives defensive PENALTY
		if(!isWater())
		{
			iModifier += /*-25*/ GC.getFLAT_LAND_EXTRA_DEFENSE();
		}
	}

	if(bHelp)
	{
		eImprovement = getRevealedImprovementType(GC.getGame().getActiveTeam());
	}
	else
	{
		eImprovement = getImprovementType();
	}

	if(eImprovement != NO_IMPROVEMENT && !IsImprovementPillaged())
	{
		if(eDefender != NO_TEAM && (getTeam() == NO_TEAM || GET_TEAM(eDefender).isFriendlyTerritory(getTeam())))
		{
			CvImprovementEntry* pkImprovement = GC.getImprovementInfo(eImprovement);
			if (pkImprovement)
				iModifier += pkImprovement->GetDefenseModifier();
		}
	}

	if(!bHelp)
	{
		pCity = getPlotCity();

		if(pCity != NULL)
		{
		}
	}

	return iModifier;
}


I dont know if I should put here, but I just wanted to say that community patch seens to not work with Yet (not) another earth pack. Why is that? Playing TSL maps is cool

I've gotten it to work with no problems. Care to elaborate? Also, which map?

G
 
OK, thanks for the quick reply and all the work with the great mod! I will try the CBP - I posted because I was under the impression that CP is supposed to work independently of CBP.

The CP can, yes, however once you bring CSD in with the CP, some of the dll changes intertwine. Best to use CSD with CBP (and vice-versa).
G
 
Shall I change this?

I guess it's a matter of taste and I don't know the reason why it was changed in the first place (AI having difficulties..?).

To me it just seems logic that e.g. hills with forests should be harder to conquer than hill without so I say Yea, I think it should be changed so that defense values stack.

\Skodkim
 
I guess it's a matter of taste and I don't know the reason why it was changed in the first place (AI having difficulties..?).

To me it just seems logic that e.g. hills with forests should be harder to conquer than hill without so I say Yea, I think it should be changed so that defense values stack.

\Skodkim

It was a decision by Firaxis, not me! I've changed it now to be cumulative. We'll see how it goes!
G
 
I know, I know - don't get me wrong. I'm glad you changed it! Wasn't that how It was initially? I suspect it was changed in the latest patch.

\Skodkim

No idea - I don't think it was (I don't remember editing that during the Fall merge) but who knows.
G
 
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